#include <graphics/d3d11/Mesh.h>
//#include <system/d3d11/directX.h>
//#include <graphics/d3d11/primitives/cube.h>
#include <graphics/d3d11/primitives/primitive_type_key.h>
namespace fort
{
	
	Mesh::Mesh()
	{
		
	}
	Mesh::~Mesh(){}

	

	/*void Mesh::CreateCube(float x, float y, float z, float scale)
	{
		Cube cube(x, y, z, scale);
		type = PrimitiveType::CUBE;
	}*/
	
	/*void Mesh::CreateVertexBuffer(Platform &platform, const vertex verts[])
	{
		const D3D11& platform_d3d = static_cast<const D3D11&>(platform);
		//vertices = verts;

		// Vertex buffer
		D3D11_BUFFER_DESC desc;
		ZeroMemory(&desc, sizeof(D3D11_BUFFER_DESC));
		desc.ByteWidth = sizeof(verts);
		desc.Usage = D3D11_USAGE_DEFAULT;
		desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

		D3D11_SUBRESOURCE_DATA data;
		ZeroMemory(&data, sizeof(D3D11_SUBRESOURCE_DATA));
		data.pSysMem = &verts;
		
		//HR(platform_d3d.Device()->CreateBuffer(&desc, &data, &vertex_buffer)/*);

	}

	void Mesh::CreateIndexBuffer(Platform &platform, const UInt32 indices[])
	{
		//-- set the indices here
	}*/
}